//*********************************************************
//
// factor = material reflection color
//
// Output Registers used:
//   oPos - The vertex output position.
//   oT0  - original UV
//   oT1  - reflection UV
//   oD0  - diffuse color
//   oD1  - specular color
//
// Texture Combiner Assumed
//   stage0 - base
//   stage1 - reflection
// Result = stage0 * oD0 + oD1 + factor * stage1
//
//*********************************************************

m4x4 r0, inPos, c[MODEL_VIEW_PROJECTION]
mov oPos, r0

// oD0, oD1 is calculated here
#include "..\common\_diffuse.vsh"

mov oT0, inUV
;mov oD0, c[CONSTANT_0_05_1_2].z
;mov oD1, c[CONSTANT_0_05_1_2].x

// oT1 is calculated here
#include "..\common\_reflection.vsh"
